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==All Races Playable Mod==

1. Installation
2. Note on world generation
3. Embarking
4. About the races

1. Installation

Drag the raw folder into your main DF folder. This will cause the original
creature_standard, creature_subterranean, entity_default, and item_weapon files to
be
overwritten. This mod has not been tested for compatibility with other mods, but
should work
alongside any mod that doesn't itself change the creature_standard,
creature_subterranean,
entity_default and item_weapon files.

2. Note on world generation

In this mod, goblin civilizations only appear when a dwarf fortress digs too deep,
as the game
will crash a lot in world generation otherwise. As long as you let worldgen run for
at least a
hundred years, there will almost always be goblins.

3. Embarking

When choosing where to embark in Fortress Mode, it is not immediately obvious which
race you
are embarking as. Go to the Neighbors tab, and the currently selected race will be
first on
the list. To switch race you need to go to the Civilization tab and choose another
civilization; go between the two tabs until you find the race you want.

4. About the races

-Dwarves

These are the dwarves you know and love. They have access to steel, the strongest
metal in
the game (or is it?) and underground plants, but they require alcohol to get
through the
working day. Dwarves may occasionally be taken by strange moods and produce
wondrous
artifacts.

-Elves

The elves are very different from the other races. They do not mine, cut down
trees, or farm;
instead they rely entirely on herbalism. Elves can grow wooden logs from seeds at
the
Craftsman's Workshop, and use these for anything they need to build or craft. Elves
can keep
just about any animals as pets; make sure to bring some interesting ones when you
embark.

-Humans
Humans are the race most similar to the dwarves, but they can't make steel, and
they grow their
plants above ground. They are also not dependant on alcohol, and a few wells will
be enough
to keep them happy and productive.

Human lords and ladies can assign a great number of noble titles and official
positions. The
chancellor is responsible for espionage, but the rest have no game function (aside
from
making the title holder a bit happier).

-Goblins

Goblins do not need to eat or drink, so no food industry is necessary in a goblin


pit. They
know nothing about alloys, and can't produce anything but base metals. But they
have access
to evil animals, which include many ferocious monsters such as trolls and beak
dogs. Note
that trolls need both food and drink, and eat only meat.

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